Explanation

The project prioritises echolocation-based navigation and lighting as the core gameplay pillars. Supporting systems such as player controls, UI, and basic exploration are required to demonstrate a functional Metroidvania experience. Secondary systems such as resource management and upgrades enhance depth but are scoped flexibly to ensure the core experience is delivered within time constraints.

Introducing enemies that respond to echolocation or light reinforces the core risk–reward loop by transforming the player’s primary navigation tool into a potential threat. This system deepens gameplay without requiring traditional combat and can be scaled from simple enemy reactions to a dedicated mini-boss encounter.

Echolocation-driven navigation in a dark, exploration-focused platformer.

Anything that directly supports this epic is high priority.

Anything that adds depth but isn’t required to demonstrate the pillar drops down.

Prioritised Feature Breakdown

A risk-managed development approach prioritising core mechanics and technical feasibility over feature breadth. Based on user stories derived from our game Epics

Priority Systems / Features Estimated Implementation Time
HIGH (MVP) Player controls (movement, jump, sonar input, torch toggle) 2–4 days
Underwater physics system (floaty gravity, drag, capped fall speed) 3–5 days
Minimal gameplay UI (power meter, sonar cooldown, pause) 1–3 days
Resource management (power drain over time + torch drain) 2–4 days
Basic enemies / hazards (static or simple patrol + contact damage) 3–5 days
Core Metroidvania structure (3–5 rooms, 1 gate, clear objective) 4–6 days
Lighting system (darkness overlay + visibility masking) 5–8 days
Echolocation / Sonar system (pulse, circular reveal, fade-out, cooldown) 6–10 days
MEDIUM (Core Depth) Torch visual enhancement (improved lighting radius) 1–3 days
Exploration ability (e.g., double jump unlock) 2–4 days
Simple upgrade system (increase sonar range or power capacity) 3–5 days
Enemy awareness to sonar (alert state within pulse radius) 4–7 days
LOW (Stretch) Save system (checkpoint-based) 2–4 days
Achievement system (internal milestone tracking) 1–2 days
Advanced enemy AI (hunt behaviour, multi-state logic) 4–8 days
Sonar-reactive mini-boss encounter 5–10 days
Environmental physics extensions (currents, pressure zones) 3–6 days
Public player database / leaderboard 7–14+ days

HIGH PRIORITY (MVP – Core Game)

These systems are essential to demonstrate the game concept and learning outcomes.

Without these, the game does not function.

1. Player Controls

Why: A platformer must feel responsive and predictable.

Includes:

Horizontal movement

Jumping

Sonar activation

Torch toggle